The brief is to design each of the characters using mood boards, thumbnail sketches, silhouettes etc. you know, the usual design process. We have three weeks to complete it in. Week one consists of the designing the characters, week 2 is pretty much modeling and texturing, and the final week is for creating renders and fixing last minute issues. We also have a presentation in the last week too.
We have no tri limit, it's up to us. We need to research what sort of tri's are put into characters today for different platforms, for example last gen (360/Ps3/Wii), next gen/this gen(Xbox one/Ps4 and Wii U) and mobile games(Andriod/iOS). By doing this it should give us an idea of the budget we can work with. I've researched into this a little before, and one thing I found was a blog post entitled "Yes, But how many polygons". This post included many budgets from characters in games for the X-box 360 and PlayStation 3 generation. It also had some from the PS2 era, and some really early pc games like Half life. I was surprised at the difference in budget between games. But as I've recently found out, its not all about the polys/tris. Things like the texture size and even how many bones are put into the character, effect its performance in engine.
I think I'm going to set my character budget to around 10,000 Tri's. Its a little low for games on PlayStation 3 and Xbox 360 (According to the blog post I researched), but I intend for my textures to be a higher resolution than the ones used for these consoles, so It should even out. I intend to either use a 1024 x 1024 or even a 2048 x 2048 texture sheet.
Before starting the project I looked into different dichotomous characters from animations and within TV shows/ films. They're everywhere, once you notice one, there's another to follow, and then you see it in that TV show you've been watching for months and months. Once you notice it, there's no getting away from it. And here's me thinking it was a coincidence the two main actors in my favorite show are opposites but somehow manage to get along so well. Its a very good way of keeping the viewer engaged in your show/game/film, whatever you have in mind pretty much. So anyway I made some mood boards, with just a few of the many examples I thought of.
Animated Dichotomy. |
Dichotomy from films and TV shows. |
When the project was first mentioned, I got an idea straight away, idea 1. Lets make a nerdy/happy/small kid who dresses up in cardboard armour and prances around his garden. Paired with his butch/grumpy/large dog that is dressed up by the kid, which he clearly doesn't like. Their traits and personality's are completely different but their family. It seemed a little cliche at first bu then i dawned on me that most of these ides are going to be so I decided to stick to it.
Idea 1 |
Idea 2 sprouted from the word "power" I wanted to do a pair that both have power but in different ways. Liking the idea of a powerful lawyer, or some kind of suited man in power, maybe a politician. And a parking attendant. Nobody wants a ticket. But it seemed to me like it was less on the side of character design unless I wanted to go really stylized. so I scrapped it and moved on. I did some mind maps and to help me figure out the direction I wanted to go.
I kept playing with the notion of power, looking into warriors, knights and maybe a king and a guardsman. Also looking into real life power today. Like police, firefighters and the forces, Army, Navy, R.A.F. I did some mood boards with this in mind, swaying more towards kings and guards.
Kings/Guards/knights/warriors. |
Power and where I went with it. |
Kings and Leaders. |
My idea was a fat samurai king and a female guards woman. yet another thing that didn't happen within the samurai culture. Well it did but hardly ever. I only found 4 "Onna bugeisha" (female samurai). I even watched he last samurai to help me vision the samurai look and lifestyle.
For the presentation we did I had to have silhouettes and a final orthographic of the character I was going to model. but as I was already short on time from being shot down with my first idea. I only managed to get to detailing my silhouettes.
Silhouettes. |
Detailing over the silhouettes. |
This time I just scribbled on paper to see what shaped appeared. When your brain sees shapes it try's to make sense of them, like when looking up at clouds and seeing a dinosaur. This way I had no back story and I could work from a fresh approach.
A lot of them look like nothing, but I cant expect to make characters just like that. I also had more sheets but these are just a few. The last page had some shape that remind me of mushroom people and rock men etc. This got me thinking about natural elements of a forest and led me onto frogs, bugs and insects. I did some mood boards to help me visualize shapes and characteristics.
Frog/Toad mood board. |
Bug/Insect mood board. |
No comments:
Post a Comment